Is there anyway to stop hackers from stealing/copying your game and scripts?

well that sucks, I wish Roblox cracked down on people that make these hacks and sue them :confused:

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or Could i make a script that takes the map out of sever storage and loads it so then they can’t steal it, but would that work?

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The client must have control of objects in order to be able to see them, they won’t necessarily destroy your game or anything, they just can see it and that’s it.

You can’t really patch this type of thing that easily. If the client can see it, use it, or it’s in somewhere not related to the server, it can be taken.

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Ok well that sucks I guess all I can do now is hope that no low life does it.

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Design your game well and keep it updated and interesting enough that a stolen copy wouldn’t be worth playing at all.

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I’m away at the moment but I have been working on something similar to this.

There IS a way of detecting when a Player injects into a ROBLOX Place - My work around wasn’t perfect - But when an injection is detected, the entirety of the Players accessible areas are removed and is then kicked.

Example -
Player injects.

Game notes unusual activity.

Assets in Workspace, ReplicatedStorage, Lighting, etc. Are :Destroy() to prevent having anything to steal in the first place and the Player is then kicked.

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Just a quick note that they cant really steal your game. The game is not functional at all. They can only view the game. I am not too sure about them stealing maps/models but just know that the game it self is not playable. Nothing to worry about unless you care about your models and maps.

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Don’t worry too much about your game getting copied/stolen, people who use a stolen copy of your game usually don’t make that much profit of it,
it’s against Roblox ToS too so if they get caught the place gets [Content Deleted] along with their account.

People who’ve played your game will usually know and recognize that you’re the real creator of it and the stolen copies won’t gain that much.

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But how will you detect the injectin?

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yes, don’t make a roblox game and don’t script /shrug

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From what I’ve studied on Krnl’s saveinstance, it won’t save scripts and objects if the server moves them from serverstorage to startergui/starterplayer before the player joins

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if you obfuscate your script then if they try and decompile the game with there hacks it will just break the process

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it can, check crystal anticheat

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Nope.

We had Crystal in our game just for the reason to stop stealing our games, what happens we get leaked and then the owner admitted it wasn’t that reliable, so no.

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If there was a way to detect any amount of exploits on injection alone, why doesn’t every single frontpage game have an anticheat for that? They definitely have the budget to pay for an anti-injection script, or at least pay someone to make one, so why don’t they? Simple: Because there isn’t any such thing (yet)

The only way you could really detect if someone injects is if they have a script in their autoexecute which is detectable.

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Please post a link. I can’t find it.

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If your game’s map is large, you could use Site-DELTA’s method of preventing map theft, you can make a chunkloading system, unloaded chunks will be stored in the ServerStorage or ServerScriptService, these two services are server-sided, therefore the hackers cannot access/download stuffs stored inside them. You don’t necessarily need to worry about server-sided scripts being stolen, as It’s near impossible to steal them. Hope this helps.

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There’s no point in chunk loading for the sake of preventing map theft, do it because you want to optimise your game properly. Chunks should be in ReplicatedStorage so that they’ll be replicated to the client’s memory and quickly accessible when needing to load chunks.

Setting up a chunk loading system where the client doesn’t have access to the chunks is the antithesis of a chunk loader and using it to prevent map theft instead of to optimise is also not using it correctly. It’s a waste of time and there’s also no guarantee exploiters can’t just save chunks after they load.

Not nearly impossible, completely impossible. No server-side code is ever sent to the client because it doesn’t have a need to compile or run that code.

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I see, so the best method in preventing map theft will be iiKossmoZ’s method? If so, can we try crashing the client using while loops instead?

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I would argue no it’s not. The response already does a good job at explaining itself that it’s not the best method by saying it isn’t perfect.

Injection is client-sided so that means your solution also needs to be client-sided and no client-sided solution is completely flawless, the most it may do is stop a casual exploiter with no depth knowledge as to what they’re performing. The server can’t flag injections because nothing happens on its end until the client starts sending something through over the network or modifying something it has authority over.

Also, instances are still available in memory after destruction awaiting garbage collection. Exploiters can fetch instances back, make copies or stop the process completely.

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